Someone here said that GTGE engine has something that looks like the Graphics class but using LWJGL, I don't find the post, maybe it could help you to switch to OpenGL (with JOGL 2.0 or LWJGL). Sven said that maybe he will succeed in adding Android support in the third release candidate of JOGL 2.0 before SIGGRAPH 2011, maybe consider this aspect and/or look at libgdx if you plan to use Android too.

Currently im planning how to make my applet a bit faster, im looking new and more faster way to code Java2D, and yes there is still a change, some days a heavy change, that i go with JOGL or LWJGL with my project, but currently i like the idea of no signerated applet.

You should have a look at the PulpCore library, its faster than Java2D, no signing required and provides the best java applet end user experience I've seen, so seems like a perfect match for the type of games you are making.

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